30 mile wide 60 mile deep hole punched in SHC lines west of Tula. Only about 1/2 of panzers were part of attacks as most were still on way to point of attack. Allot of SHC Corp in area so next turn should be huge as far as possibly pocketing large units.

The GHC winter offensive was unable to move the lines or pocket any units, but did buy 9 more turns of time. Next turn I will start changing over to the defensive while holding 1 PG in reserve to cut off any thrusts by SHC forses. So far Loss ratio is about 2.5 to 1. Air losses are hvy, but I am going to keep bombers at the front as SHC air forse is weakened by hvy losses. SHC OOB only grew by about 15k per turn while GHC OOB grew by 8k per week. Armaments are at 0, but should start growing in the coming months. Manpower pools are at 25k each turn. I beleive I have the right Toe% in plase and will use in future/current games.

Defensive changes to include:

1. Disbanding 1 Corp per turn. 2. Reforming armies into 9 infantry and 3 panzer divisions. 1 Corp only per army with all Stugs/tank/Poineer SU's under divisions all AA/AT/Arty under army HQ. 3. 3 independent Corp as fire brigades. 4. Best leaders at Army HQ. 5. TOE setting at 81% for all support units other then arty and AA. 6. Summer 43 river lines to be constructed. 7. AA regiments to be moved from Citys to Army's before July 43.

Some of these changes started in September 1942, most of these changes will be complete by June 43.

AGN lines have been static other then a few hexes that have gone back and forth, basicly static. AGN has completed all 7 defensive changes.

AGS the offensive operations come to a close, but fighting remains hvy. There at several stacks of Corp but CV lvls are low and can be easly pushed back when needed. I am guessing manpower is an issue for SHC as the OOB is climbing slowly. So far thats not and issue for GHC.

This AG still needs to be completely changed over to defensive set-up and will probably not be complete until after mud.

I will also need about 200 AP banked then I can start releasing more AA to front line units.

SHc has been able to regain a few hexes here and there but nothing I am willing to fight over other then the hexes near Rostov

Not sure if you're including HQs in that TOE%, but keep in mind that has costs:

quote:

11.2.4. ADMINISTRATIVE RATING The Admin leader rating is used for determining the actual number of movement points a unit will have during its turn, checking for repair of damaged aircraft and ground elements, determining the cost of attaching units to the leader’s headquarters unit and determining fuel and supplies wastage as a result of air missions. When a motorized unit is performing an admin leader check, leaders of Tank Army, Panzer Army, or Panzer Corps HQ units involved in the admin leader check receive a +1 to their admin rating during the check. Admin checks are specifically affected by the actual number of support squad ground elements in the leader’s HQ unit as compared to the HQ unit TOE (section 11.3).

11.3.1 ...leader admin checks are modified by the amount of support squad ground elements in the HQ unit of the leader conducting the check (7.6.1.1). Approximately one admin point is subtracted from the leader’s admin rating for every ten percent the HQ unit is below its TOE support squad strength, with a max reduction of five points.

Not sure if you're including HQs in that TOE%, but keep in mind that has costs:

quote:

11.2.4. ADMINISTRATIVE RATING The Admin leader rating is used for determining the actual number of movement points a unit will have during its turn, checking for repair of damaged aircraft and ground elements, determining the cost of attaching units to the leader’s headquarters unit and determining fuel and supplies wastage as a result of air missions. When a motorized unit is performing an admin leader check, leaders of Tank Army, Panzer Army, or Panzer Corps HQ units involved in the admin leader check receive a +1 to their admin rating during the check. Admin checks are specifically affected by the actual number of support squad ground elements in the leader’s HQ unit as compared to the HQ unit TOE (section 11.3).

11.3.1 ...leader admin checks are modified by the amount of support squad ground elements in the HQ unit of the leader conducting the check (7.6.1.1). Approximately one admin point is subtracted from the leader’s admin rating for every ten percent the HQ unit is below its TOE support squad strength, with a max reduction of five points.

Guess I be alittle more clear how I am running things.

Basicly I set to 100% and HQ's fill up in a single turn. Then I set to 81% so it will take 8 or 9 turns to bleed down to low 80s. then set for 1 turn at 100%.

I also set at 100% 7 or 8 turns before mud, then let bleed down during mud turns. Reset to 100% first clear turn.

Been working very good so far, manpower pool is under - 30k every turn and armaments climbing so rifle squads are getting to front line units. Seems to be working best in armies with 0 or 1 Corp, not sure if they screwed up something in code when they put in new replasement system. You would think it would be revise, but Kamil is having major issues with replasements and pools and I am having none with 30-40 less Corp. This could be why GHC is having issues and SHC none getting replasements to front line units.

I set the toe of allot of other units at whatever the average is.

Say with AA I have 20 units under 90 toe and 20 over. I set toe at 90 so that units needed replasements are more likely to get them. I never turn refit off, never. If you set toe right replasements will go to right units.

On turn 96 I will finally produce 200 IL 2 planes. For those with super math skills, that means at the time of the Moscow 41 enciclement, i trained out a sum total of 5 IL2 factories. Ugly

Pelton tried to push east of rostov early in WInter but he got himself in a russain bear hug 3 turns in a row( i saved 6 units which were at the river line behind lines). He almost lost his arrow point.

I have survived and am trying to build an army. I continue to atack. I have a few brdgeheads over the river west of verozeth and east of rostov, For the melt.

AGN:No changes last 15 turns. Basicly static. SHC Grows by about 25,000 per turn. I am taking some hvy loses in the air, because I have bombers doing air support. Fighter loses are low at about 5 per turn.